iRacing FOV calculator
Measure your screen and your seating distance, and this returns the exact number iRacing asks for — on the axis its menu actually uses.
1920×1080, 2560×1440, 3840×2160
Options → Graphics → Field of View — Field of View. [ and ] change FOV live in the car; Ctrl+F12 opens the camera tool.
At the value above, a car 50 m ahead covers exactly as much of your vision as a real car 50 m ahead would. Set the FOV wider than that and the engine squeezes more world into the same glass: everything is drawn smaller, so everything moves fewer millimetres across the screen per metre you travel. That is the whole illusion — the speed is identical, the apparent motion is not, and your brain reads it as slow. It also moves your braking references, because a board that is drawn at 60 % size looks further away than it is.
hFOV = 2 · atan(W / 2D) and vFOV = 2 · atan(H / 2D) where W and H are the visible width and height of one screen and D is the distance from your eye to it.
Which axis this page uses: trophi.ai states it outright — "For iRacing, FOV is measured in degrees of view Horizontally" — and the simracingcockpit.gg calculator groups iRacing with the horizontal-FOV sims.
iRacing takes its field of view in horizontal degrees — the angle across the glass, not up it — which is why a number copied from an Assetto Corsa guide lands about twenty degrees short and leaves the world drawn at roughly half life size. This page measures the angle your screen genuinely covers from where you sit and hands back the horizontal figure for Options, Graphics, Field of View. Switch it to triple and it also returns the total angle across all three panels with the bezel gaps counted, and the centre-to-side angle that goes in iRacing's own Graphics panel. That angle is not a taste setting: there is exactly one value at which each side screen faces your eye squarely, and it happens to equal your single-screen horizontal FOV.
Key facts about iRacing FOV calculator
| Axis iRacing uses | Horizontal degrees. trophi.ai puts it plainly — "For iRacing, FOV is measured in degrees of view Horizontally" — and the simracingcockpit.gg calculator groups iRacing with the horizontal sims. |
|---|---|
| Where the setting lives | Options, then Graphics, then Field of View. The same value is mirrored in the in-car camera tool, so changing either changes both. |
| iRacing computes it too | The Graphics screen carries its own FOV Calculator: enter monitor width, single-edge bezel width and eye-to-screen distance, press Compute, and it writes the FOV field for you. |
| Live adjustment | The [ and ] keys widen and narrow FOV while you are driving, and Ctrl+F12 opens the camera tool for seat position. |
| Triple-screen field | "Angle between center and side screens", in degrees, roughly 10 to 65. Bezel width is entered per single edge, not as the combined gap. |
| Monitor width on triples | iRacing wants the width of all three screens laid flat, bezels included — not the width of one panel. Entering one panel's width is the most common triple-setup error. |
| Three-projection rendering | "Render scene using 3 projections" draws each monitor from its own camera, which is what removes the stretch on the outer panels once the angle is right. |
| Worked single-screen value | A 27-inch 16:9 panel at 60 cm covers 52.96° horizontally and 31.30° vertically, so iRacing wants 53. |
| Worked triple value | Three of those panels, angled at the matching 53°, cover 158.87° in total — exactly three times the single figure, because correct angling puts all three the same distance from your eye. |
| Cost of the wrong axis | Typing the vertical figure (31) instead of the horizontal one (53) draws the world at 1.78x life size — heavily zoomed in, with the wheel looming and the track rushing past. The opposite error, a wide FOV, is what makes a car feel slow. |
| Does not affect FOV | Resolution, refresh rate, monitor curvature and graphics quality change nothing here. Only physical width and distance do. |
What happens to your file
There is no file and no upload. The page runs four trigonometric expressions in JavaScript inside this tab — the width of your panel from its diagonal and aspect ratio, the angle that width subtends at your distance, the same for the height, and the side-panel geometry for triples — and writes the results into the DOM. No request leaves the browser, nothing is written to storage, and the numbers you type are gone the moment you close the tab. Pull the network cable after the page has loaded and every control still works.
About this tool
- 1
Measure the glass, not the bezel
A 27-inch panel is 27 inches corner to corner of the visible image. If your screen is curved or the diagonal is a marketing figure, switch the tool to measured width and put a tape across the picture instead.
- 2
Measure eye to screen
Sit as you race, then measure from the bridge of your nose to the centre of the middle screen. Five centimetres changes the answer by two or three degrees, so guessing here is the biggest error you can make.
- 3
Pick single or triple
On triples, add the bezel gap in millimetres — the centre screen's bezel plus the side screen's bezel, measured across the join.
- 4
Read the horizontal number
The large figure is what goes in Options, Graphics, Field of View. On a triple rig it is the total across all three panels, which is what iRacing's single FOV field expects.
- 5
Set the screen angle first
Physically rotate the side panels to the optimal angle shown, then type that same angle into "Angle between center and side screens". Getting the angle wrong makes objects jump as they cross a bezel, and no FOV value fixes that.
- 6
Cross-check with iRacing's own calculator
Enter your monitor width and distance in the Graphics panel and press Compute. It should land within a degree of this page. If it does not, one of the two measurements is wrong — usually the monitor width, which iRacing wants for all three screens combined.
- 7
Drive a lap before judging it
A correct FOV feels wrong for about twenty minutes because the world is suddenly bigger and the mirrors have moved out of view. Judge it on whether your braking points repeat, not on the first corner.
| Inputs | Screen diagonal in inches or measured visible width in centimetres, aspect ratio, eye-to-screen distance in centimetres or inches, and for triples the bezel gap in millimetres and the side-screen angle. |
|---|---|
| Aspect ratios | 16:9, 16:10, 21:9 at both 3440x1440 (2.389:1) and 2560x1080 (2.370:1), 32:9, 4:3 and 3:2 — the true pixel ratios, not the marketing names. |
| Outputs | Horizontal FOV for the iRacing field, vertical FOV for reference, visible width and height in centimetres, and the optimal centre-to-side angle. |
| Precision | The field value is rounded to a whole degree because iRacing's box takes whole degrees; the exact figure to one decimal is shown beside it. |
| Browser support | Any browser with JavaScript — no canvas, no WebAssembly, no WebGL, no permissions. |
| Offline | Works with no network once the page has loaded. |
| Account or install | None. No signup, no extension, no membership check against your iRacing account. |
- If the correct value feels claustrophobic, move the screen closer rather than widening the FOV — the angle stays correct and you get more picture.
- Set Vanish Y with Shift+[ and Shift+] after the FOV, not before: changing FOV moves the horizon and you will redo the seat position otherwise.
- On triples, enter bezel width per single edge in iRacing but the combined gap in this page — iRacing doubles it internally, this page does not.
- A curved screen has a longer glass path than a flat one of the same diagonal, so measure the width along the curve and use the measured-width mode.
- iRacing mirrors the FOV between the Graphics panel and the in-car camera tool; if a value keeps reverting, you have two profiles and are editing the one that is not loaded.
- The optimal side angle equals your single-screen horizontal FOV. That is a real identity, not an approximation, so you can sanity-check any triple guide against it.
- Setting up a new 27-inch or 32-inch single screen and wanting the correct number before the first practice session.
- Moving from a desk to a rig, where the seating distance changes by 15 or 20 cm and every previous FOV value is now wrong.
- Building a triple rig and needing both the total FOV and the physical angle to bolt the side monitors at.
- Diagnosing why braking points that work in a friend's stream do not work on your screen, which is almost always a FOV and distance difference.
- Checking whether an ultrawide at the same desk distance actually buys you more usable angle than the 16:9 it replaced.
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